CHANCE GAME CAGE APPARATUS AND MICROPROCESSOR

Abstract: An apparatus for playing a game comprising a set of 3n icons, n being a number from 11 to 33, each of said icons being adapted to visually define three subgroups of n icons each; a means for randomly selecting 2, 3 or 4 said icons from said set; and a visual display illustrating different preselected pair combinations of said 2, 3 or 4 of said icons such that when icons have been randomly selected, said selection corresponds to at least one of said combinations.

Description: CHANCEGAMECAGEAPPARATUSAKDMICROPROCESSOR TECHNICAL FIELD This invention relates to a game of chance for one or more players. In particular the invention relates to a game suitable for play by a number of players either in a casino or at home. BACKGROUND ART Generally speaking, games of chance played at gambling casinos are divided into two categories. In a first category, the players, play against each other and the casino management, "the house" takes a percentage of the winning stake as a commission. In a second category all players play against the house but the winning odds of the game are chosen to favour the house. In some countries, the amount of commission or the extent to which the odds may favour the house is controlled by legislation. Due to such control, it is usually an aim of the house to maximise its income by maximising the number of players for any game. It is also desirable to have a game which can be played at a fast rate to further maximise the income. Apart from a number of experienced gamblers, the majority of persons attending public gambling casinos are holiday makers, curiosity seekers making a first (and often only) visit, or otherwise irregular attendees. For the "first time" or irregular attendees, the majority of conventional gambling games provide an immediate disincentive to persons of normally prudent or cautious disposition. In such games as roulette, craps, blackjack or the like, there is provided a large playing surface with indicia marked thereon for players to place their tokens. Initially, a large part of the playing surface may be covered with tokens but at the end of each game, the croupier first removes all losing wagers before paying winning wagers. To the more inexperienced player or more prudent or cautious person, the very sight of the major proportion of individual wagers being removed as losing bets and the payment only to a relatively small number of winners is a major disincentive. Further, many of these games at first appear difficult to understand and/or play; thus providing a further disincentive for the inexperienced player. In most popular casino games, it is not possible to change the rules to provide for an apparently better winning chance to watchers of the games. Further, for those games where the rules or the odds may be altered, to achieve a visually greater payout rate becomes uneconomical to the house. Another disadvantage of many existing games, and especially casino games, is that it is difficult for people who are not playing to easily watch the game. This is particularly relevant to encouraging irregular attendees of casinos to participate playing such games. Clearly a person would be more likely to be induced to participate in a game which he or she has been able to observe in the first instance and particularly, if he or she has observed an apparently favourable proportion of "winners". Also, once a person has been induced to participate in playing the game, it is desirable that the game be able to hold the player's interest. A game which is simple and easy to understand may after a while, tend to bore the player. It is therefore desirable to have a game which is visual, easy to play and understand but is also fast enough and varied enough to hold the interest of the player. Where a game is to be played in a casino, it is further desirable for the game to be able to generate acceptable profits for the house whilst providing the players with fair chances of winning and apparently provide a higher percentage of winners than other games. It is therefore an object of the present invention to provide a game for one or more players which is visual, fast and easy to play and understand. DISCLOSURE OF THE INVENTION According to a first aspect of the present invention there is provided an apparatus for playing a game comprising a set of 3n icons, n being a number from 11 to 33, each of said icons being adapted such that three subgroups of n icons each are visually defined; means for randomly selecting 2, 3 or 4 of said icons from said set and; a visual display illustrating preselected combinations of said icons such that when said 2, 3 or 4 icons have been randomly selected, said selection corresponds to at least one of said combinations. According to a second aspect of the present invention, there is provided a method for playing a game including the steps of (a) nominating one or more combinations from a visual display representing different combinations of icons, which can be selected from a set of 3n icons, n being a number from 11 to 33 and each of said icons being adapted such that three subgroups of n icons each are visually defined; (b) randomly selecting 2, 3 or 4 of said icons from said set, and (c) matching said random selection with at least one of said combinations wherein a win occurs if said combination was nominated in step (a) and a loss occurs if said combination was not nominated. The game of the present invention may be played with any type of icons. Preferably, balls or marbles are used. Alternately, the icons may be represented on a video screen and the selection made by a microprocessor. In this case, the icons may take any form whatsoever, the only criteria being that they be divided into three different subgroups. The icons may also be represented on playing cards. In this instance, any combination of colours or types of artwork would be represented. It would also be possible to use selected combinations of conventional playing cards. For example, the game could be played using 15 hearts, 15 spades and 15 diamonds. Icons may also be represented on different faces of dice. The means for randomly selecting the icons will depend on the type of icons. For example, balls may be tumbled in a cage or barrel which, when rotated in one direction, allows one or more balls to drop out. Where the icons are represented on cards, the cards may be shuffled and 2, 3 or 4 cards dealt. Where the icons are represented on the face of dice, the dice may be rolled manually or tumbled in a dice cup. In order to meet the criteria of 3n icons, it would be necessary to have a minimum number of dice. For example, three 12 sided dice providing 36 (n=12) symbols could be used. In preferred forms of the game, n=14 (42 icons), n=17 (51 icons), n=18 (54 icons) or n=21 (63 icons). Particularly preferred is n=18. For any selection means which relies on a physical selection, as distinguished from electronic, it will be necessary to ensure the icons or the articles upon which they are represented are of comparable weight and size. Thus, where balls or dice are used, they should each be of substantially the same size and weight. The operation of the random selection means will depend to some extent on the environment in which the game is to be played. For example, in the home, the players may take turns in operating a ball cage. If such a version of the game is to be played in a casino, the ball cage would preferably be operated by a croupier. Where the game is played utilising a video screen and microprocessor, selection may be initiated by the player pressing a button or pulling a lever. The selection is made randomly by the microprocessor and the selected combination shown on the screen. Preferably, the three subgroups are distinguished by colour. However, any means by which the icons may be visually distinguished may be employed, for example different shades of colour, drawings, logos or other designs. In an especially preferred version of the game, there are three sets of different coloured balls. In a further preferred form of the game, a number of icons within each subgroup are further adapted to be distinguished from the other icons in the subgroup. For example, where balls are used, a predetermined number in each of the three subgroups may be marked by a star or some other indicia. If conventional playing cards are used, the face cards may be the subgroup. Any number of icons may be thus further marked, although it is especially preferred that about one third of each subgroup is so marked. Such a further marking, provides a broader range of probabilities of selecting a particular combination. This makes the game of more interest to the player. In a casino, it will also provide a greater number of "winning combinations", whilst ensuring an acceptable return to the house. It would be appreciated by a person skilled in the art that the odds of various combinations being selected may be easily altered by changing the total number of icons, the number of icons which have been further distinguished and/or the number of icons selected. There is practically no limit to the number of players who may play the game. The number of players will depend on the playing environment. In a casino, almost any number of players may play, limited only by the space available. This would be left to the discretion of the house. A typical "video game" version of the game would accommodate 1 to 4 players. A typical game to be played at home could be for from 2 to 8 players. The visual display is preferably a playing surface. The playing surface may be a table top, games board, a cover for a table top or the like. Alternative means of display include a video screen or wall chart. The preselected combinations are choser. -..h that any randomly selected combinations of icons :.-_! match at least one of the combinations. This means ~ hat when the game is played in a casino, there are no 'house" numbers or winning combination giving rise to a "dead" game where it is possible for the house to take all the wagers without paying out. This also makes the game appear to provide a better "winning chance" . Preferably, the playing surface is a board. Preferably, the randomly selected icons fall or are dealt onto the board. In another form of the invention, the icons may be electronically detected such that when icons are selected, the matching combination or combinations on the playing surface light up. Preferably, the playing board is divided into a number of regions arranged in parallel arrays. The arrays are arranged generally in groups of combinations having equal probabilities of occurring. Preferably, each combination has the "winning odds" marked next to it. Nomination may be made by placement of a token on one or more combinations on the playing board. More than one player may nominate the same combination and a single player may nominate more than one combination. Where the game is played at a casino, preferably the playing board will also have marked the minimum bets or wagers which will be accepted. These minima may be different to each array. If the visual display is a wall chart, the player may pin tokens to a nominated combination represented thereon. The combinations need not be restricted to the actual number of icons which will be selected. This enables the winning odds to be even further varied, thus providing even more interest to the player. For example, where coloured balls are used, such as green, red and gold, one series of combinations may simply be 2, 3 or 4 of the same colour. These combinations have the same probability of occurring and preferably will be illustrated on the playing surface in a single array. Other combinations may provide alternatives. For example, in a preferred form of the invention, two icons are selected. A single combination may therefore be red with red OR green. It is clear that if a player nominates this combination, he will have a better chance of "a win" than if he or she nominated a red pair. By selecting combinations in this way, quite favourable odds may be presented to the player. Particularly favourable odds would be represented for combinations where one colour may win with any other colour. In the above example, such a combination would be red with one of red, green or gold. This combination has a 1 in 2.27 chance of selection. Such odds are significantly better than any other well known casino game. A player has a "a win" when the combination he has nominated matches the randomly selected icons. A single player may have more than one win if he or she has nominated two or more combinations. In the above preferred form of the game providing alternative combinations, there may be more than one winner. For example, if a pair of red balls has been selected, winning combinations may be a straight red pair, red with red or green; red with red or gold or red with red, green or gold. When a player has a win, he or she will be awarded points, prizes, pay-out or kudos etc. The amount, size or extent of the points or pay-outs will preferably be in proportion to the "winning odds". Preferably, the prizes points etc. are marked on the playing surface. The size and amounts of such prizes etc. will again be dependent on the playing environment. In casinos, the preferred form of the game will have a pay-out. Some combinations may offer prizes. In the home, a player may be awarded points or tokens. BRIEF DESCRIPTION OF THE DRAWINGS Reference may now be made to preferred embodiments of the invention illustrated in the attached drawings in which:- FIG. 1 illustrates a wire cage for use in a preferred form of the invention; FIG. 2 illustrates one form of a playing surface; FIG. 3 illustrates another preferred form of a playing surface; DESCRIPTION OF A PREFERRED EMBODIMENT OF THE INVENTION In playing the game, plastic balls are tumbled in a cage. The balls are of the same size and are divided into three groups of different colours. Some of the balls bear stars. FIG. 1 shows a steel cage 1. The cage revolves on an axis when the handle 2 is rotated. The balls are tumbled when the cage is rotated in a direction marked by arrow 3. When the cage is rotated in the direction marked by arrow 4, a weighted cup 5 is activated to retrieve a single ball. The ball is ejected down a wire chute 6. The process is repeated to eject another ball. The balls are ejected directly onto a playing board. Before the balls are released from the cage, the player or players make their respective wagers by placing one or more tokens on one or more regions on the playing board corresponding to nominated combinations. Chances of winning are increased by placing wagers in more than one region. Winning bets are paid on wagers corresponding to the balls which emerge from the cage. FIG. 2 shows a playing surface suitable when 42 balls are used, 14 of each colour and two of each colour bearing stars. FIG. 3 shows a playing surface when 51, 63 or 54 balls are used In FIGS. 2 and 3, the playing surface is divided into six arrays A B C D E F. The size of the surface will be at the discretion of the user, the house or proprietor. The balls are red, green and gold and representations thereof are marked on each array. R representing red, G representing green and D representing gold. Each array is divided into three wagering regions numbered 1 to 18. Each array displays paired and/or grouped colour signs representing paired and unpaired combinations possible with the outcome of the two balls. For example, in FIGS. 2 and 3, Array F, Region 16 there are four colour signs. These are a perpendicular Red pair in the centre flanked by Green on the left and Gold on the right. The winning result here is any pair of adjoining colours. Region 17, Array F also shows four colour signs; a perpendicular Green pair in the centre flanked by Gold on the left and Red on the right. The winning result here is any pair of adjoining colours. Region 18, Array F shows four colour signs. Predominant in this region is Gold of which a perpendicular pair shows in the centre flanked by Green on the left and Red on the right. The winning result here is any pair of adjoining colours. It will be seen that in Array F a single ball of the predominant colour ensures a win in that region for the player. These arrays provide very good odds for the player, especially when compared with, for example, the "even money" for the "odds/evens" and "black/red" regions of roulette. Array E is divided into three wagering regions; 13, 14, 15; each having displayed therein perpendicular arrays of colours representing paired and horizontal non- paired combinations possible. Array D is represented by the unpaired combination of colours. In Arrays A and B an ingenious and exciting dimension is added to the game. Region 4 (Array B) shows three colour signs bearing stars. Red in the centre perpendicular, Green on the left and Gold on the right. Region 5 (Array B) shows four colour signs bearing stars. A Green pair in the centre perpendicular, Red on the left and Gold on the right. Region 6 (Array B) shows two colour signs bearing stars. A Gold pair in the centre perpendicular, Green on the left and Red on the right. Region 1 (Array A) shows two Red signs bearing stars. Region 2 (Array A) shows two Green signs bearing stars. Region 3 (Array A) shows two Gold signs bearing stars. The odds obtained on these star pair combinations are higher than any other game presently played in most major casinos. Each region also bears a legend indicating the winning pair combination. These legends are the same for each like numbered region in FIGS. 2 and 3. Regions 1 to 3 bear the legend "This Star Pair Wins". Region 4 bears the legend "Star on Red with Green or Gold Wins". Region 5 bears the legend "Star on Green with Red or Gold Wins". Region 6 bears the legend "Star on Gold with Green or Red Wins". Regions 7 to 9 bear the legend "This Pair Wins". Regions 10 to 12 bear the legend "This Odd Pair Wins". Regions 13 to 15 bear the legend "Either Pair or One of Each Wins". Region 16 bears the legend "Red Wins with any Colour". Region 17 bears the legend "Green Wins with any Colour" . Region 18 bears the legend "Gold Wins with any Colour". Each region further bears a legend indicating the varying odds for each wager. The odds for the respective regions will differ depending on the total number of balls and the number bearing stars or other indicia. The playing surface of FIG. 2 will bear the following legends on the respective regions:- Regions 1 to 3 - "Pays 800 to 1" Regions 4 to 6 - "Pays 100 to 1" Regions 7 to 9 - "Pays 8 to 1" Regions 10 to 12 - "Pays 6% to 1" Regions 13 to 15 - "Pays 6 to 5" Regions 16 to 18 - "Pays 2 to 3" The odds to be represented on the playing surface of FIG. 3 will vary with the total number of balls and the number of balls bearing stars. For a game using 51 balls, 17 of each different colour and 5 of each bearing stars, the legends on the respective regions will be as follows:- Regions 1 to 3 - "Pays 120 to 1" Regions 4 to 6 - "Pays 20 to 1" Regions 7 to 9 - "Pays 8 to 1" Regions 10 to 12 - "Pays 33 to 10" Regions 13 to 15 - "Pays 12 to 10" Regions 16 to 18 - "Pays 3 to 4" For a game using 63 balls, 21 of each different colour and 6 of each bearing stars, the legends on the respective regions will be as follows:- Regions 1 to 3 - "Pays 120 to 1" Regions 4 to 6 - "Pays 19 to 1" Regions 7 to 9 - "Pays 8 to 1" Regions 10 to 12 - "Pays 33 to 10" Regions 13 to 15 - "Pays 12 to 10" Regions 16 to 18 - "Pays 3 to 4" For a game using 54 balls, 18 of each different 11/1 colour and 5 of each bearing stars, the legends on the respective regions will be as follows:- Regions 1 to 3 - "Pays 135 to 1" Regions 4 to 6 - "Pays 22 to 1" Regions 7 to 9 - "Pays 8 to 1" Regions 10 to 12 - "Pays 33 to 10" Regions 13 to 15 - "Pays 12 to 10" Regions 16 to 18 - "Pays 3 to 4" It will be seen that it is relatively easy to "fine tune" the chances of obtaining a "winning pair" by changing the number of balls, the number of star balls or the arrangement of the winning combinations on the playing surface. Whilst the above illustration has been made with balls of different colour, any number, colour, combination of icons may be used.

Claims: 12 CLAIMS : 1. An apparatus for playing a game comprising a set of 3n icons, n being a number from 11 to 33, each of said icons being adapted to visually define three subgroups of n icons each; a means for randomly selecting 2, 3 or 4 said icons from said set and; a visual display illustrating different preselected pair combinations of said 2, 3 or 4 of said icons such that when icons have been randomly selected, said selection corresponds to at least one of said combinations. 2. An apparatus as claimed in claim 1 wherein at least two of said icons are further adapted to be visually distinguished from other members of their respective subgroups. 3. An apparatus as claimed in claim 2 wherein said icons are distinguished from one another by colour. 4. An apparatus as claimed in claim 3 wherein said further adaption is in the form of indicia superimposed on said colour. 5. An apparatus as claimed in claim 2 wherein n is 17 and five icons in each subgroup are further visually adapted. 6. An apparatus as claimed in claim 1 wherein said icons are balls and said means for randomly selecting said balls is a rotatable cage in which said balls are tumbled before being released. 7. An apparatus as claimed in claim 1 wherein said means for randomly selecting said icons selects 2 icons. 8. An apparatus as claimed in claim 1 wherein said visual display is a playing surface subdivided into arrays of said combinations, each combination in said array having about equal probability of selection. 9. An apparatus as claimed in claim 8 wherein each of said combinations has associated therewith an indication of the winning odds associated with said combination. 13 10. An apparatus as claimed in claim 1 wherein said icons are represented on a video screen, a microprocessor randomly selects said symbols and said visual display is on the same or a different video screen. 11. A method for playing a game including the steps of (a) nominating one or more combinations from a display representing different combinations of icons which can be selected from a set of 3n icons, n being a number from 11 to 33 and each of said icons being visually adapted such that three subgroups of n icons each are defined; (b) randomly selecting 2, 3 or 4 of said icons from said set, and (c) matching said random selection with at least one of said combinations wherein a win occurs if said combination was nominated in step (a) and a loss occurs if said combination was not nominated. 12. The method as claimed in claim 11 wherein 2 icons are selected. 13. The method as claimed in claim 11 wherein said game is playing using the apparatus as claimed in claim 1.

Inventors: DAVIDSON JOHN MACKINTOSH, DAVIDSON, JOHN, MACKINTOSH
Applicants: DAVIDSON JOHN MACKINTOSH, DAVIDSON, JOHN, MACKINTOSH
Application year: 1994
Main classification: A63F3
IPC codes: A63F7, G06F19